Main / AthenaSpellDataList
Athena Spell Data List
This is the data list for KloOge for a priest of Athena in the Greek pantheon.
# Name Level Cast Level Expression # Memorized Cost Sound Effect Bless/Curse 1 1 For 6 rounds, attack rolls and saves vs fear receive a +1 bonus. -- 1 Combine 1 1 3 to 5 priests combine their efforts so that one can cast and turn undead at a higher level. -- 1 Detect Magic - Priest 1 1 For 1 turn, I can detect magic in a 10'x30' path. -- 1 Orison 1 1 I can create minor effects. -- 1 Purify Food and Drink 1 1 Spoiled food and water is made pure again. -- 1 Chant 2 2 For as long as I chant, friends in a 30' radius receive a +1 to attack, damage and save rolls while enemies receive a -1 to the same rolls. -- 1 Mystic Transfer 2 2 A priest can send me a spell to cast. -- 1 Sanctify 2 2 All friendlies within the area get a +1 to fear/charm spells and undead are turned at 1 level higher. -- 1 Dispel Magic - Priest 3 3 I dispel {11-(1d20)+$L} level magic. -- 1 Remove Curse - Priest 3 3 I remove a curse. -- 1 Focus 4 4 Using the prayers of a bunch of faithful I maintain a spell for up to a year. -- 1 Tongues - Priest 4 4 I can speak {$L/3} additional languages for 1 turn. -- 1 Uplift 4 4 I increase the casting level of a priest, allowing him to cast spells beyond normal ability. -- 1 Atonement 5 5 The target is atoned for past regretable deeds. -- 1 Commune 5 5 I ask my god {$L} yes or no questions. -- 1 Meld 5 5 For up to 12 hours, I can take over a willing subject's body. -- 1 Quest 5 5 The target must undergo a quest or else suffer a -1 penalty to saves for each day he avoids the quest. -- 1 True Seeing - Priest 5 5 For {$L} rounds I see things as they are. -- 1 Speak with Monsters 6 6 For {$L*2} rounds I can speak with monsters. -- 1 Gate - Priest 7 7 I'm aged by 5 years but I create a gate which allows an extraplanar being of great power to appear. -- 1 Command 1 1 I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves. -- 1 Remove Fear 1 1 I allow {($L+3}/4} target creatures to geta new save vs fear effects. -- 1 Sanctuary 1 1 For {2+$L} rounds, people can't attack me unless they save vs spell. -- 1 Enthrall 2 2 I enthral those in a 90' radius with my talking. -- 1 Hold Person - Priest 2 2 Up to 4 target humanoids are held immobile for {$L*2} rounds unless they make a save vs spell. -- 1 Music of the Spheres 2 2 Up to {$L/3} creatures within a 20' diameter circle cannot harm me and are vulnerable to a suggestion for the next {10+$L} rounds. -- 1 Snake Charm 2 2 I hypnotise snakes for a duration based on how pissed off they are. -- 1 Dictate 3 3 Up to 6 creatures follow a single command for {$L} rounds. -- 1 Emotion Control 3 3 I alter emotions for {$L} rounds. -- 1 Cloak of Bravery 4 4 The target recieves a bonus to the next fear saving throw that happens within 8 hours. -- 1 Free Action 4 4 The target cannot be stopped by spells or water for {$L} turns. -- 1 Imbue with Spell Ability 4 4 The target is imbued with a spell which it can cast at a later time. -- 1 Command Monster 6 6 A monster does as I command for {$L/2} rounds. -- 1 Confusion - Priest 7 7 {1d4+($L/2)} creatures act confused. -- 1 Exaction 7 7 I demand a service from a powerful extraplanar creature. -- 1 Command 1 1 I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves. -- 1 Magical Stone 1 1 3 stones become +1 rocks. -- 1 Aid 2 2 For {$L+1} rounds, I gain {1d8} hitpoints and +1 to saves and attack rolls. -- 1 Spiritual Hammer 2 2 I summon forth a magical hammer which flies around and hits things for {3+$L} rounds. -- 1 Prayer 3 3 For {$L} rounds, allies in a 60' radius recieve a +1 to attack, damage and save rolls while enemies receive a -1 to those rolls. This is cumulative with chant. -- 1 Unearthly Choir 3 3 A group of priests sing and deal damage based on how many are singing. -- 1 Recitation 4 4 For {$L} rounds, allies in a 60' radius recieve a +2 to attack, damage and save rolls (+3 if they are of the same faith) while enemies receive a -2 to those rolls. This is cumulative with chant and prayer. -- 1 Flame Strike 5 5 A 5' radius collumn of flame strikes a target for {6d8} points of damage, save for half. -- 1 Righteous Wrath of the Faithful 5 5 For {$L} rounds, all allies within a 30' radius are affected as per an aid spell. If they are of the same faith, they gain extra bonuses. -- 1 Spiritual Wrath 6 6 Several priests cooperate to create a huge blast of energy. -- 1 Word of Recall 6 6 I can return to a sanctuary. -- 1 Holy Word 7 7 I say a powerful word that does bad things to evil creatures. -- 1 Analyze Balance 1 1 I detect how far from neutral alignment an area or person is. -- 1 Detect Evil - Priest 1 1 For {10+($L*5)} rounds, I can detect evil in a 10'x360' path in front of me, though I must concentrate for a round to do it. If the evil is overwhelming, I have a {$L*10}% chance of knowing what kind of evil it is. -- 1 Detect Poison 1 1 I hold up a sheet of vellum. If it is placed in front of poison within the next {10+$L} rounds, it will turn black. There is a {$L}% chance that I can detect the exact type of poison. -- 1 Augury 2 2 I ask a question about a future task and recieve a reply with {70+$L}% certainty. -- 1 Detect Charm 2 2 For 1 turn I can detect if one creature per round is under some sort of influence, be it charm or possession or whatnot. I also have a {5*$L}% chance of knowing what that influence is. -- 1 Find Traps 2 2 For 3 turns I can detect traps in a 10'x90' path in front of me. -- 1 Detect Spirits 3 3 For {1+$L} turns I can detect any spirits in a 10'x60' path in front of me. -- 1 Extradimensional Detection 3 3 For {$L} rounds, I can detect any extradimensional spaces in a 10'x60' path in front of me. -- 1 Locate Object - Priest 3 3 For 8 hours, I can detect the direction to an item of my choosing as long as it is within {60+($L*10)} yards. -- 1 Speak with Dead 3 3 I may speak with the recently deceased and ask a few questions. -- 1 Detect Lie 4 4 For the next {$L} rounds, I know any falsehoods of which you speak. Though I do receive a save vs spell, adjusted by the caster's Wisdom. -- 1 Divination 4 4 I divine information about a future task or goal with {60+$L}% chance of success. -- 1 Omniscient Eye 4 4 For the next {10+$L} rounds, I can see through any normal or magical darkness, mist or fog out to 60 feet and have a chance of seeing through illusions and invisibility as well. -- 1 Consequence 5 5 I can see how a single event fits into the grand scheme of things. -- 1 Magic Font 5 5 I turn a holy font into a scrying device, much like a crystal ball. -- 1 Find the Path 6 6 For the next {$L} turns, I can detect the direction into or out of a specific locale. -- 1 Stone Tell 6 6 I speak to stone and ask it what has touched it as well as what is covered, concealed or behind it. -- 1 Divine Inspiration 7 7 I ask the gods for a clue as to what to do next. -- 1 Cure Light Wounds 1 1 You're healed {-1d8} points. -- 1 Cure Moderate Wounds 2 2 You're healed {-1d10-1} points. -- 1 Slow Poison 2 2 Poison doesn't take further effect for the next {$L} hours. -- 1 Cure Blindness or Deafness 3 3 Blindness or deafness is cured! -- 1 Cure Disease 3 3 Disease is cured. -- 1 Hold Poison 3 3 Poison doesn't take further effect for the next {$L} days. -- 1 Repair Injury 3 3 You're healed {-1d10-1} points. -- 1 Cure Serious Wounds 4 4 You're healed {-2d8-1} points. -- 1 Fortify - Healing 4 4 The next healing spell cast does maximum healing. -- 1 Neutralize Poison 4 4 Poison is neutralized. -- 1 Cure Critical Wounds 5 5 You're healed {-3d8-3} points. -- 1 Heal 6 6 Disease, blindness, damage, and mental disorders are cured. -- 1 Regenerate 7 7 A lost limb is regenerated. -- 1 Endure Cold/Endure Heat 1 1 For {9*$L} turns, I'm immune to natural extremes of heat or cold. Though magical extremes cause this spell to fail. -- 1 Protection from Evil - Priest 1 1 For {$L*3} rounds, I am protected from evil attacks and summoned creatures. -- 1 Ring of Hands 1 1 For {2d10} rounds, between 2 and 10 priests create a circle of protection which acts like a protection from evil spell. -- 1 Sanctuary 1 1 For {2+$L} rounds, people can't attack me unless they save vs spell. -- 1 Resist Acid and Corrosion 2 2 For {$L} rounds, I am immune to normal acids and recieve a +3 to saves against more potent ones as well as halving the damage caused by them. -- 1 Resist Fire/Resist Cold 2 2 I'm immune to normal hot or cold conditions for {$L} rounds. In addition, magical hot or cold conditions reduce their damage by half and I receive a +1 to saves. -- 1 Withdraw 2 2 I withdraw from time for {2+$L} rounds, allowing me to think, cast detections or heal myself. -- 1 Line of Protection 3 3 I create a field of energy that deals damage to those who pass through it. It may be stationary or anchored by 2 or more priests. In any case, it lasts {$L} rounds. -- 1 Magical Vestment 3 3 My vestiments grant me an AC of {5-(($L-5)/3)} for the next {$L} rounds. -- 1 Negative Plane Protection 3 3 I am protected from negative energy for {$L} turns or until I'm actually struck by a negative attack, whichever comes first. -- 1 Protection from Evil, 10' Radius - Priest 3 3 For {$L*3} rounds, both myself and everyone in a 10' radius are protected from evil attacks and summoned creatures. -- 1 Remove Paralysis 3 3 {1d4} creatures in a 20' cube are cured of paralysis. -- 1 Spell Immunity 4 4 For {$L} turns, the touched creature is immune to a specific spell. -- 1 Anti-plant Shell 5 5 For {$L} turns, a 15' radius barrier stops intelligence plants from passing through. -- 1 Impregnable Mind 5 5 I'm protected from magical attacks on the mind for {10+$L} rounds. This allows a save if none is normally allowed, and a +4 bonus if there are normally saves allowed. -- 1 Anti-animal Shell 6 6 For {$L} turns, I have a 10' radius barrier which keeps out animals and things with animal parts. -- 1 Antimineral Shell 7 7 For {$L} turns, animated minerals cannot enter a 10' radius area. -- 1 Impervious Sanctity of Mind 7 7 For {$L} turns, I'm completely immune to mind affecting spells and effects. -- 1 Courage 1 1 The target unit does not need to make morale checks. -- 1 Morale 1 1 Target unit's morale is raised or lowered. -- 1 Emotion Perception 2 2 I learn the morale rating of up to {$L/5} target units. -- 1 Rally 2 2 Target unit makes a rally check. -- 1 Adaptation 3 3 Target unit fights as though they have a different favored terrain. -- 1 Caltrops 3 3 I summon forth caltrops for {$L} turns. -- 1 Fortify - War 3 3 I create a fortification equal in size to a {($L/2)*10} ft cube. -- 1 Entrench 4 4 I create a fortification equal in size to a {($L/2)*10} ft cube. -- 1 Leadership 4 4 I'm now better at leading troops. -- 1 Tanglefoot 4 4 I double the movement cost of a type of terrain for {$L*2} turns -- 1 Disguise - Priest 5 5 For {$L/3} turns, the target unit is disguised to look like another. -- 1 Illusory Artillery 5 5 I make illusionary artillery fire which causes the target to make morale checks. -- 1 Gravity Variation 6 6 I can cause or negate the effect of slopes for {$L/3} turns. -- 1 Illusory Fortification 7 7 I create a large illusionary wall. -- 1 Shadow Engines 7 7 I create illusionary siege weapons which deal half damage of real ones. -- 1